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Surface orientation is not well-defined #173
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This bug applies to all inside walls, so also those of the spacer model. I've looked into this some more, and I'm no longer sure that #97 is really related. Still not sure how this bug crept in (a hunch that I had about that turned out to be wrong), but I think a proper fix would involve thinking about surface orientation, and how we want to represent that concept. See #230 for some additional notes. |
This simplifies some code, without any loss in functionality, as far as I can tell. Close #151 The issue this commit addresses is nominally blocked. However, given that #173 exists, this mechanism doesn't have its desired effect anyway. A proper fix will likely involve a deeper look at surface orientation, and I don't think this hack will be part of that. Given that, and that this removal simplifies some ongoing work, I feel good about doing this now.
As I alluded to in my previous comment, this bug is just a symptom of a larger problem: That surface orientation is not well-defined. I'm starting to run into more limitations related to that, and instead of working around that in hacky ways, I've decided to just accept the incorrect shading for now, until we implement a better surface orientation concept. I'm repurposing this issue to track that, instead of just one specific symptom. I've updated the issue title and description to reflect that. |
The shader used to shade the "back side" of a face, as defined by the vertex normal, differently than the front sides. This minimally invasive change removes that distinction. A surface normal is still needed for shading, to compute the angle between the surface and the light, but the direction of that normal is ignored. Close #173
I've come up with a minimally invasive change (#289) to address this issue. Instead of adding infrastructure to define surface orientation properly, I've decided to make the concept of surface orientation irrelevant, for the time being. This is not a long-term solution, but it is a practical solution that's good enough for now. |
Surface orientation, i.e. knowing which side of a surface is the outside/above and which is the inside/below, is not well-defined. That used to not matter much, but as the CAD kernel has grown more sophisticated, the need for a well-defined surface orientation concept has arisen.
One symptom of this problem are the inner walls of extruded shapes:
Those inner walls should be red when looking at them directly, just like the outer ones.
This issue originally tracked one specific symptom (inner walls of the star model) of the larger problem (surface orientation is not well-defined). It has been repurposed to track the larger problem, but comments below might still refer to the original problem.
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